Friday, April 6, 2012

Taxonomy Guilty Gear XX

So the post before this was more for the gamers, trying to learn MVC3, this other Taxonomies will be more of a designer perspective etc.


Table: Guilty Gear Taxonomy.

First of all, in GG almost every character can do really long combos, so in comparisons with e,g Street fighter 4 it would place most of them in Fast/Weak or Short Combo Speed. But to do a Taxonomy correctly the game have to be analyzed in relation only between characters in the same game(more on this in the Blazblue Taxonomy), but we can make relations between the number of a specific arch type or talk about the games fundamental design.

As mentioned GG is a very fast phased game, and I think it has a pretty solid dispersion of characters, many of the 4 arch types with easier learning curve(the 4 four to the right).

But as GG is very combo oriented, the game do only have one Strong/Slow Potemkin. Well he is also kinda the base of a good example of Strong/Slow he lacks many of the mechanics other character has such as Dash. I remember I had a feisty debate about how bad Potemkin fits into the game, with a Potemkin Tournament player(at a SF Tournament), I was the one debating against him, while he was trying to defend his stand in playing Potemkin.
 But today(3 years later) I realize how wrong I was, well Potemkin might still be a little to much of a Strong/Slow, the game needs to have each arch type, and its kinda lacking to only having one. Arguably Order Sol is Strong/Slow(he is the closest) but not really there. So its a little lack in gameplay dynamics, and Potemkin is a little to easy to play when almost everyone is kinda "Fast/Weak", but its at leat much better then in the case of Iron Tager(Strong/Slow of BB next post)